Definitely jam/unibeam. You need to think of what benefits who the most and Dante will need a projectile assist if/when Chris dies.
Also don’t rule out combo punch for Chris assist, unless you plan on doing a team super this is a great assist for combo/crossover potential.
Looking on some feedback on finalizing a team. Right now I play Chris(???)/Spencer(Slant Shot)/Doom(Beam/Missiles) and in theory it should work out well. I’m just kind of skeptical on the whole doom anchor thing. I’d love to put strider on anchor but Spencer/Strider shell is pretty lackluster.
I also like to play Strange but I don’t know how Chris is with Bolts and I feel Agamotto serves the same purpose as Light Grenade. Also interested in Dante or Deadpool.
If you were trying to make a competitive team out of these what would you pick? Also what assist should I pick for Chris on point?
Why are you skeptical about running anchor doom? The only issue I have with him as my team’s anchor is that he has a hard time landing the first hit in neutral.
i found a chris hard tag combo using she-hulk(700,000-710,000 meterless), i need to know what to do if flamethrower eats up all the hitstun…
So, fooling around with my teams today I was thinking about Trish/Wesker/Chris, how terrible of an idea is it?
It’d probably be a good team in Vanilla.
But seriously, Trish has good matchups. You just have to play her extremely safe and when you get the combo I guess setup an unblockable with Chris/Wesker assist. You’d have to pick gunfire for Chris assist if you want Wesker to do anything. It’s not really a team built to get the most out of Chris, but it’s decent.
So I just found this team today:
Chris (Gunfire) / Storm (Whirlwind) / Frank (Cart)
Its a pretty solid overall team.
New Chris player here and I got a question I use Wright/Chris/Doom…What assist should I use with Chris?
For that team probably gunfire since we’re assuming missiles are involved. BUT you might also want to consider the landmine for that extra defense that Wright totally needs on top of whatever else you throw out there. Something to consider, I’d recommend experimenting with it. Either way you get the grenade launcher team super which buys some time.
Didn’t think landmine was that good with wright,will experiment with and yes, the grenade team helps alot with wright
I’m really feeling Chris/Lariat/Missiles now. Might stick with this one for a while. For real.
Team stealer!
But seriously, it’s my favorite team set up that I’ve used so respect if you wanna run it. The only bad thing I can say about it is that it has terrible 3 bar THC options. But Chris/hagg, Hagg/Chris, and Doom/Chris 2 bar Thcs make up for it.
If you wanna know anything about the team(or share any tech you found) just ask.
The THC actually works if Chris runs punch assist, but I probably won’t be doing that. I’m still getting the hang of Haggar with missiles but I found a good enough BnB for now and the reset is always good.
I have the Chris combos down though, it sucks how some of the extreme damaging ones have the opponent fall out so I had to dumb down some stuff. Regardless, I found a 1.1 mil meter neutral BnB (Around 1.05 mil in a typical relaunch combo that I would actually get in a match) so I’m happy.
I think the only thing I need to figure out is the most damaging combo from a lariat confirm. Something around 800k after Haggar DHC and 1 mil after Doom DHC which isn’t bad but I might just go for snapping in characters if I know it won’t kill or if I don’t have the meter for it. The incoming mixups with lariat alone is awesome, can do some sneaky stuff there like prone stance and waiting in that sweet spot. I’m gonna continue experimenting but I will probably take this one into my next tournament and have it ready by next major (which is…Summer Jam I think).
Side note - I also tried out Chris/Spencer/Lariat to see how much damage I could do, and it was ridiculous (touch of death before Spencer even uses wall bounce). Sucks how picking that team would mean no good long range keep away but it may have some purpose. It sure is fun.
chris w\ missiles and lariat can really work. there are setups involving good ground movement, flaming grenade placement, and missile calls the can be very infuriating for the opponent to deal with and lariat gives you that inch that you need to get it started. you literally will never have to superjump outside of a combo and every time you do get hit it’ll be trade that’s in your favor.
you can get a lot of chip damage and meter outside of combos with missiles so it’s okay not to have a touch of death combo right off the bat. and don’t be afraid to use a level 3 super and learn xfc combos that kill without having to use meter with chris he can definitley do it. so the opponent doesn’t get to play scenerio would go something like this, chris land first hit kills with level 3 super, incoming next hit kill using xfc without using meter, incoming hit again and now have enough meter to kill final character.
i think it’s great team that allows chris to do whatever he wants and most importantly stay grounded. and the 3 character tac does work with haggar on point but you have to be right on top of your opponent in the very corner ex. off of a corner air holligan throw, otg, tac.
The 3 man thc even with point haggar is dependent on more than just being in the corner, though. Keeping photon array from knocking the opponent out of the grenade super relies on certain height restrictions from the ground caused by an otg or groundbounce and not just being on top of the character. Some heights allow all three to hit and gives Haggs a followup and some cause photon to screw up the whole thing.
I am completely open to the idea that I’m just derping up, though. Haaha.
I do love that team, though. Double point with anchor utility allows me to continue pressure and have good supporting assists no matter who I wind up having to throw in the front.
Lariat gives Chris stupid amounts of useful confirms, protection, and extensions. Plus, Doom actually benefits from it, as well as giving him a very nice ender and some dumb imcoming mixup shennigans.
Missiles are missiles. Chris can breathe a little easier about people over his head And Haggs gets some really good resets and extensions off of it.
I guess I could keep going on and on about why I run the team but I feel like I’ve already trainwrecked this post hard enough.
I’ve been thinking about what ChrisD said to me a few months back when we ran sets. He had mentioned that I shouldn’t have Taskmaster and Spencer on the same team. Therefore, I’ve been thinking about a few choices:
Spencer/Trish - (Chris usually works well with Spencer. Trish would be good due to her Peekaboo assist, ability to fly, DHC safely from Round Harvest and could possibly keep up with the Morridoom match up)
Taskmaster/Jill - (Taskmaster has the life to deal with Morridoom punishment. He can also reflect/nullify the projectiles plus his Legion Arrows Hyper is beneficial to clear out some of the other projectiles on the screen. Jill is pure rushdown and has a very good mix-up game as well.)
Thoughts?
Well, I personally think that Trish is highly underrated. Not top ten or anything but she’s much better than most giver her credit for. She just does really low damage.
Jill…prolly shouldn’t be run on anything but point, honestly. If her flip kick assist had the same invinc frames that her regulalr move had then I’d say go for it, but iy doesn’t. I tried running Jill/Chris for a week one time and couldn’t get any synergy going. Then again, I’m also bad with trying to play rushdown in fighters.
Spencer with peekaboo would be pretty cool and unpredictable, not sure if it really helps Chris too much unless he sets up his game with the trap behind him, not in front. You have to watch for teleports.
How do you guys feel about chris/doom/phoenix? Naturally i would only use meter for troublesome character kills. Otherwise i am looking for extended chris combos maybe with missiles end with tac infinite. Anyone have a combo like this?
Would this team work?
It might. Chris has some of the best meter build in the game. Plus, coupled with his stupid good damage output + a doom tac you should have an easy 5 bars.
Problem is you won’t have an easy time landing solid hits with that team. Chris with no gtfo assist is almost crippling to him imo because once someone gets in on Chris he has a hard hard time getting them off by himself. Not to mention missiles are pretty hard to use as proper combo extensions.
I’d say Plasma beam is the better assist choice instead of missiles just so you have something to try and keep kids off of you without resorting to destroying the team’s goal by burning a bar for alpha counter into doom and canceling the missiles into plasma beam. You’d just have to deal with having zero anti air answers.